ACOLYTE: ADDON CANDIDATES

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CONTENTS

Depleting Ammo

Deathwatch

Transport

Direct Confrontation

EQUIPMENT TERRAIN FEATURES

DV-WP-EP explained

All of these are either not tested at all, or not enough tested, use at own risk

DEPLETING AMMO

Merged into Core Rules and wargear lists.

DEATHWATCH

Merged into Know No Fear.

TRANSPORT

Sometimes acolytes have to travel through large areas, or need an extra armour to disembark from. Following rules enable using certain TRANSPORT in your Acolyte scenarios.

VEHICLES

Vehicles act like operatives, but can perform only limited number of actions: Reposition, Shoot and Guard. Vehicles can be attacked and suffer damage as well as other operatives. When vehicle's remaining wounds reach zero, it is Incapacitated, but stays in the killzone.

Vehicles are not only operatives, but also terrain features. Hull of vehicle is Heavy, roof of vehicle is Vantage if vehicle is taller than 2".

Vehicles cannot fight in combat, but can perform the Reposition action through operatives as they are not there. In such case, if operative's Save stat is greater or equal than vehicle's, both operative and vehicle suffer D3 damage each; if its Save stat is less than vehicle's, that operative suffers D6 damage (and vehicle suffers none).

CARRYING OPERATIVES

Transport: A vehicle with this ability has certain transport capacity. It can carry operatives, they can embark and disembark from it using following universal actions:

EMBARK 1AP

The operative within control range of friendly TRANSPORT embarks into it and is then carried by that TRANSPORT until it disembarks. Keep track of all statuses, then remove that operative from the killzone.

This operative cannot perform this action while within control range of enemy operatives, or if that TRANSPORT has moved in that turning point.

DISEMBARK 1AP

The operative carried by TRANSPORT disembarks from it. Set it up in the killzone anywhere within control range of that TRANSPORT, restoring all its previous statuses (e.g. remaining wounds, order, status tokens).

This operative cannot perform this action while within control range of enemy operatives, or if that TRANSPORT has moved in that turning point.

Emergency Disembarkment: Whenever a vehicle is Incapacitated, all the operatives it was carrying disembark immedately within control range of it. If there is no room to place an operative on emergenct disembarkment, it is Incapacitated.

TRANSPORT DATACARDS

TAUROX APL MOVE SAVE WOUNDS
1 12" 4+ 30
NAME ATK HIT DMG WR
Storm bolter 4 4+ 3/4 Relentless
Taurox battle cannon 4 4+ 5/7 Blast 2", Piercing Crits 1
Taurox gatling cannon 5 4+ 3/4 Ceaseless, Torrent 1"
Twin autocannon 4 4+ 5/6 Balanced, Piercing 1, Rending
Twin hot-shot volleygun 5 4+ 3/4 Balanced, Piercing 1
Configurable: select following weapons when taking this vehicle for scenario:
  • Turret: Taurox battle cannon or Taurox gatling cannon
  • Front turret: nothing or Storm bolter
  • Port/starboard hull: nothing, Twin autocannon or Twin hot-shot volleygun
Transport: This vehicle can carry 10 ACOLYTE RETINUE operatives. Operatives with Wounds stat of 10 and more count as 2.
Rapid Deployment Ramp: Operatives can embark and disembark this vehicle in a turning point in which it moved.

DEPLOYMENT VALUE 4
ACOLYTE RETINUE, IMPERIUM, MACHINE, VEHICLE, TRANSPORT, TAUROX
REPULSOR APL MOVE SAVE WOUNDS
2 10" 3+ 48
NAME ATK HIT DMG WR
Heavy onslaught gatling cannon 5 3+ 3/4 Torrent 1"
Las-talon 4 3+ 6/8 Piercing 2
Repulsor defensive array 4 3+ 3/4 Ceaseless, Torrent 2"
Twin heavy bolter 5 3+ 4/5 Relentless, Piercing Crits 1
Twin lascannon 4 3+ 5/7 Balanced, Piercing 2
Configurable: select following weapons when taking this vehicle for scenario:
  • Front hull: Twin heavy bolter or Twin lascannon
  • Turret: Heavy onslaught gatling cannon or Las-talon
  • Rear hull, port/starboard hull: Repulsor defensive array
Astartes IFV: This vehicle can perform the Shoot action twice during its activation, but it must select different weapons for each that action.
Transport: This vehicle can carry 14 SPACE MARINE operatives. Operatives with Wounds stat of 17 and more count as 2.
Rapid Deployment Ramp: Operatives can embark and disembark this vehicle in a turning point in which it moved.

DEPLOYMENT VALUE 7
SPACE MARINE, IMPERIUM, MACHINE, VEHICLE, TRANSPORT, FLY, REPULSOR

DIRECT CONFRONTATION

Interludias designed to give players some brainless kill-em-all gameplay. This may be useful as a break between deep narrative sessions. Also, this will make use of new terrain and scenery setups.

OPPOSING FORCES

ACOLYTE RETINUE operatives: up to 12 operatives, including AUXILIARY. SPACE MARINE operative counts as 2 selections. DV limit is 15 overall, when DV limit is reached, add PLANETARY MILITIA with autoguns and gun butts until there is 12 operatives selected for deployment. Distribute those additional operatives evenly between players.

Enemy operatives: full kill team of one of the Kill Team 3 factions, selected by all their faction rules.

THE KILLZONE

Use killzones from Approved Ops 2024 or Critical Ops 2022. If using Critical Ops 2022, leave 3 objective markers: one in each territory and one on the center line. Use standard Kill Team 3 rules for operative deployment.

PRIMARY OBJECTIVE

Crit Op: Randomly determine or let your Campaign Master select a Crit Op to be used for this battle.

Kill Op: Track the Kill Op as described in Approved Ops 2024, but with following alterations:

  • Use enemy operatives' starting force as base number of enemy operatives.
  • Instead of gaining 1VP for scoring more kill points than the opponent, players gain an 1VP for killing more enemy operatives than its starting force.

Tac Op: Still don't use Tac op.

At the end of the battle, count players' VP and resolve the result:

  • 1-2VP: Major defeat. Use your worst-case campaign scenario, plus acolytes lose one random item of rare equipment.
  • 3-5VP: Minor defeat. Use your worst-case campaign scenario, plus acolytes' XP for this mission is limited to 3XP.
  • 6-7VP: Mission goal not acheived. Acolytes' XP for this mission is limited to 3XP
  • 8-10VP: Minor victory. Use your victory case campaign scenario.
  • 11-12VP: Major victory. Use your victory case campaign scenario, plus up to three operatives of choice do not gain Battle Scar (use after Battle Scar test).

EQUIPMENT TERRAIN FEATURES

AMMO CACHE

Is a terrain feature with Interactive trait. May contain loot.

COMMS DEVICE

Is a terrain feature with Interactive trait. May be a mission objective.

HEAVY BARRICADE

Terrain feature with Heavy trait. May appear in killzones: Octarius, Chalnath, Nachmund, Bheta-Decima.

LADDERS

LADDER 3EP

At the start of the scenario, ACOLYTE OPERATIVE equipped with ladder is carrying the folded ladder marker.

Whenever that operative is within control range of a terrain feature at least 2" tall, it can perform the Unfold Ladder action:
UNFOLD LADDER 1AP

Place a Ladder upright against a terrain feature that is at least 2" tall. Remove the folded ladder marker from the killzone.

This operative cannot perform this action while within control range of enemy operatives.

Unfolded ladder is Exposed terrain, operatives can move throught them as if they're not there (but cannot finish move on them). Once per action, whenever an operative is climbing this terrain feature, treat the vertical distance as 1". Note that if an operative then continues climbing another terrain feature during that action (including another ladder), that distance is determined as normal.

Whenever an operative is within control range of an unfolded ladder, it can perform the following action:
FOLD LADDER 1AP

Remove ladder from the killzone and replace it with folded ladder marker.

This opeative can then perform a free Pick Up Marker action with that folded ladder marker.

This operative can perform this action from either upper or lower end of the ladder.

This operative cannot perform this action while the ladder or the operative is within control range of enemy operatives.

Ladders can also appear in certain scenarios as terrain feature with all its generic abilities.

LIGHT BARRICADE

Terrain feature with Light trait. May appear in any killzone.

MINES

May be set up by enemy operatives. Resolve as normal. May appear in any killzone, and may be placed instead of a booby trap inside crates.

PORTABLE BARRICADE

Already exists in KT:Acolyte. Since there is a specific portable barricade object, it should be used instead of normal light barricade.

RAZOR WIRE

Terrain feature with Exposed and Obstructive traits. May appear in killzones: Chalnath, Moroch, Volkus.

DV, WP, EP EXPLAINED

DV: Deployment Value - how much the operative costs in terms of mission setup. Combined DV of all ACOLYTE operatives should be around 14-15.

WP: Wargear Points - how much does wargear cost. Each operative has Wargear Capacity stat that indicates how much WP of wargear he can carry without spending additional resources. WP can be freely converted to EP at a price of 1:1.

EP: Equipment Points - how much does equipment cost. EP can be freely converted to WP at a price of 1:1.

CONVERSION PRINCIPLES

TOTAL PLAYER DV = OPERATIVES DV + WP PURCHASES DV

TOTAL PLAYER DV ≤ TOTAL DV PER PLAYER

WP PURCHASE: 1DV = 4WP

WP-EP CONVERSION: 1EP=1WP

FREE WP = OPERATIVE'S WARGEAR CAPACITY

FREE EP = TOTAL PLAYER DV

OPERATIVE SETUP SEQUENCE

1. SELECT ACOLYTE OPERATIVE

  • Select an ACOLYTE operative from your roster. Add its DV to your total player DV.
  • Your total player DV cannot exceed misson DV per player defined by scenario.

2. SELECT FREE WARGEAR/EQUIPMENT

  • Select wargear and equipment of choice that you can select for free.
  • This Rare wargear, Rare equipment and anything else within operative's stash.

3. ADD FREE WARGEAR POINTS

  • Add a number of WP equal to operative's Wargear Capacity.

4. PURCHASE ADDITIONAL WARGEAR POINTS

  • If required and able, purchase additional WP at value of 1WP per 1DV.

5. ADD FREE EQUIPMENT POINTS

  • Add EP at value of 1EP per 1DV spent

6. SELECT WARGEAR

  • Select operative's wargear up to number of WP it has.
  • If required, convert EP to WP at price of 1EP per 1WP.

7. SELECT EQUIPMENT

  • Select operative's equipment up to number of WP it has.
  • If required, convert unused WP to EP at price of 1WP per 1EP.
Note that you cannot convert free WP given by operative's Wargear Capaciy to EP.

8. SELECT FOLLOWERS

  • If wish and still have spare DV, select a FOLLOWER operative from your roster. Add its DV to your total DV number.
  • Add all unused EP to that operative.
  • Repeat steps 2-7 with that FOLLOWER operative.
  • If wish and able, repeat this step with other FOLLOWER operatives you want to select for this mission.
  • Your total player DV still cannot exceed number of DV per player defined by scenario.

9. SELECT AUXILIARIES

  • If wish and still have DV, select an AUXILIARY operative. Add its DV to your total DV number.
  • If wish and able, repeat this step with other AUXILIARY operatives you want to select for this mission.
  • Your total player DV still cannot exceed number of DV per player defined by scenario.